head to head
Neither is meaningfully harder - they pose close to the same test. The widest gap is variance, and it is a single point.

Variance · Systems & Chaos
A co-op horror romp where teams scour a haunted house for keys and dolls while an evil girl flickers between calm and lethal.

Optimization · Systems & Chaos
Planning movement and resource routes across randomised wilderness weather against condition decay.
Pacify leans Variance (Systems & Chaos); The Long Dark leans Optimization (Systems & Chaos).
Same score on execution - which means the number cannot separate them. The difference is in what each one asks of you.
Pacify
Sprinting and door play need only basic control
The Long Dark
Rifle aim and wolf struggles need minimal twitch
Same score on reads - which means the number cannot separate them. The difference is in what each one asks of you.
Pacify
The girl switches states by rules, not by reading players
The Long Dark
Wildlife behaves via scripted threat logic, not player modelling
Pacify leans a little harder on variance, though the gap is small.
Pacify
Randomised key and doll locations make every run uncertain
The Long Dark
Blizzard timing, condition decay, and loot spawns are heavily random
The Long Dark leans a little harder on optimization, though the gap is small.
Pacify
Teams that map mechanics turn chaos into clean speedruns
The Long Dark
Route planning, calorie budgeting, and item condition management are solvable
A matching score does not mean a matching test. Two games can both sit at 10 on execution and demand completely different things of you - which is why the reasoning above matters more than the number beside it.